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Surprise surprise, Blastbones and Animate Blastbones (ulti) are unusable in PvP now.

  • Plusscher
    Plusscher
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    Alaztor91 wrote: »
    jaws343 wrote: »
    That's a good point to look into, and I think the 10 limit is going to be a mess in both PVE and PVP.

    Take a commonly proposed subclass build of necro, sorc, warden.

    To start with, you can have 6 pets immediately (twilight, scamp, skeletal mage, blast bones, netch, bear). That leaves room for 4 corpses. Which is probably manageable, but in large fights in PVP, that limit is going to be hit really quickly. And how does it work if you are using Animate Blastbones ultimate, will it even generate blastbones?

    In PVE, I think the 10 limit is going to be even worse though. 6 pets to start with. But, if you are In IA, you get the watcher permanent pet, and you can get the other permanent pet through visions. So 8 pets. But, you can also get temporary pets through verses as well. So 9 pets potentially, before you even count corpses. Does the companion count as a pet against the cap? If so, you are at cap and haven't even generated a corpse yet.

    And in those examples, I am only looking at it from a 1 bar perspective and somewhat longer lasting pets, but you could go even further with 2 bars or more temporary pets with set procs. 10 just seems incredibly limiting for the potential of these builds and for the viability of some of these skill mechanics.

    You wouldn't be able to use Animate Blastbones in that scenario because that would require an additional skill line. Afaik the 10 limit for PvE was always a thing, it's just that ZOS apparently never mentioned it until players started encountering issues with Blastbones failing to cast due to recent changes allowing you to generate more corpses than before(Necro Class script, reworked Grave Grasp, etc), some players also encountered this issue in IA with the ''Lich Avatar'' transformation because of the extra summons.

    I doubt that the ''pet'' limit will ever go above 10 though, so I guess that players will have to test for themselves if other stuff like Maw/Engine Guardian/Morkuldin/etc are part of it and what are they going to sacrifice so that the extra pets aren't wasted. Like you said, beside skills they also have to factor in Companions and potential extra pets like the IA Watcher/Lich Avatar, procs from sets, etc.

    ZOS should seriously rework the Corpse system to something similar to Crux so that Necros aren't operating at a disadvantage in this obviously not well thought out new system.

    It was always buggy to begin with before the patch 100%, but it's miles worse now.

    I have no idea what they done, but before update maybe 1 out of ever 20 failed to cast (for me at least), now 1 out of every 3 fails to cast (and back to back to back fail to cast, not just one time oops it didn't fire). I would love to test sets and setups and such on dummy, but I just can't reliably test anything, because I'm not testing sets/setups, I'm testing if the parse will have the stars aligned and BB would function or not. :smiley:
  • ragnarok6644b14_ESO
    ragnarok6644b14_ESO
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    Plusscher wrote: »
    Alaztor91 wrote: »
    jaws343 wrote: »
    That's a good point to look into, and I think the 10 limit is going to be a mess in both PVE and PVP.

    Take a commonly proposed subclass build of necro, sorc, warden.

    To start with, you can have 6 pets immediately (twilight, scamp, skeletal mage, blast bones, netch, bear). That leaves room for 4 corpses. Which is probably manageable, but in large fights in PVP, that limit is going to be hit really quickly. And how does it work if you are using Animate Blastbones ultimate, will it even generate blastbones?

    In PVE, I think the 10 limit is going to be even worse though. 6 pets to start with. But, if you are In IA, you get the watcher permanent pet, and you can get the other permanent pet through visions. So 8 pets. But, you can also get temporary pets through verses as well. So 9 pets potentially, before you even count corpses. Does the companion count as a pet against the cap? If so, you are at cap and haven't even generated a corpse yet.

    And in those examples, I am only looking at it from a 1 bar perspective and somewhat longer lasting pets, but you could go even further with 2 bars or more temporary pets with set procs. 10 just seems incredibly limiting for the potential of these builds and for the viability of some of these skill mechanics.

    You wouldn't be able to use Animate Blastbones in that scenario because that would require an additional skill line. Afaik the 10 limit for PvE was always a thing, it's just that ZOS apparently never mentioned it until players started encountering issues with Blastbones failing to cast due to recent changes allowing you to generate more corpses than before(Necro Class script, reworked Grave Grasp, etc), some players also encountered this issue in IA with the ''Lich Avatar'' transformation because of the extra summons.

    I doubt that the ''pet'' limit will ever go above 10 though, so I guess that players will have to test for themselves if other stuff like Maw/Engine Guardian/Morkuldin/etc are part of it and what are they going to sacrifice so that the extra pets aren't wasted. Like you said, beside skills they also have to factor in Companions and potential extra pets like the IA Watcher/Lich Avatar, procs from sets, etc.

    ZOS should seriously rework the Corpse system to something similar to Crux so that Necros aren't operating at a disadvantage in this obviously not well thought out new system.

    It was always buggy to begin with before the patch 100%, but it's miles worse now.

    I have no idea what they done, but before update maybe 1 out of ever 20 failed to cast (for me at least), now 1 out of every 3 fails to cast (and back to back to back fail to cast, not just one time oops it didn't fire). I would love to test sets and setups and such on dummy, but I just can't reliably test anything, because I'm not testing sets/setups, I'm testing if the parse will have the stars aligned and BB would function or not. :smiley:

    The problem seems to be that it would "have the appearance of firing" but often not actually fire.

    It is very hard to tell if all the times I have watched blastbones bug out and do nothing were successful summons that just womp-womped, or were unsuccessful summons that just "appeared" successful.
  • Gadamlub14_ESO
    Gadamlub14_ESO
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    so did that hotfix ever happen?
  • tomofhyrule
    tomofhyrule
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  • MarioSMB
    MarioSMB
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    Why are corpses counted as "pets"? It is very clunky not being able to summon an actual pet because an old corpse is still laying around!

    It would make so much more sense IMO to treat corpses as a separate type of entity with its own cap.
  • YandereGirlfriend
    YandereGirlfriend
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    We can confirm that there's currently a bug that allows the animation of Blastbones to play when at the pet cap (detailed in the patch notes), even though the pet will correctly be prevented from spawning. This should be fixed in Update 47.

    The bigger issue is that the whole corpse/summon cap is misguided and is a very invasive and class-specific punishment that is not comparable to anything that other classes have ever had to deal with in the entire history of the game.

    If the issue is performance then perhaps the entire corpse mechanic needs to be reconsidered. I think that most Necros would welcome that at this point.

    Also, lumping summons and corpses into the same bucket is simply bizarre. It also is completely out of a player's control as to how many corpses are present in any given scenario, especially so in PvP when enemies are dying all around you all of the time. So being punished for things that you did not even contribute to is, again, bizarre and unfun and far beyond anything that other classes ever have to deal or put up with.

    The suggestion to implement Blastbones (and perhaps more) summons with basically cloned Mad Tinkerer logic has been brought up several times as well.
  • Plusscher
    Plusscher
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    We can confirm that there's currently a bug that allows the animation of Blastbones to play when at the pet cap (detailed in the patch notes), even though the pet will correctly be prevented from spawning. This should be fixed in Update 47.

    The bigger issue is that the whole corpse/summon cap is misguided and is a very invasive and class-specific punishment that is not comparable to anything that other classes have ever had to deal with in the entire history of the game.

    If the issue is performance then perhaps the entire corpse mechanic needs to be reconsidered. I think that most Necros would welcome that at this point.

    Also, lumping summons and corpses into the same bucket is simply bizarre. It also is completely out of a player's control as to how many corpses are present in any given scenario, especially so in PvP when enemies are dying all around you all of the time. So being punished for things that you did not even contribute to is, again, bizarre and unfun and far beyond anything that other classes ever have to deal or put up with.

    The suggestion to implement Blastbones (and perhaps more) summons with basically cloned Mad Tinkerer logic has been brought up several times as well.

    Agreed. Some sort of solution has to be made, because it's still unplayable.

    I do not know what they cooked, but at this point even in a house it's not functioning and in any PvE group content let it be dungeons, trials, IA, etc. The fact that 1 corpse+1 archer+ 1 attempted blastbones=11 on dummy in testing is still bewildering. (PvP I cannot comment about, I haven't touched it since update, and probably won't anytime soon.) If they calculated corpses ANY OTHERHOW and not as pets, it wouldn't be nearly as big of an issue as it is right now imo.

    Tried/Tested again after maintenance, same issues as I posted in this thread previously and still as frustrating and hopeless as before.
  • randconfig
    randconfig
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    Just wanted to update the Necromancer mains on the current iteration of U47 PTS 11.1.3, as the class summons are still bugged......................
    randconfig wrote: »
    I just tested using only Necromancer class ability summons (Spirit Guardian, Skeletal Mage, Blastbones, and use Animate Blastbones ultimate to summon 3 more Blastbones) in PVE (where the pet limit cap is supposed to be 10), while using Flame Skull/Ricochet Skull and still am getting the "Failed to summon combat pet: Capacity reached.":
    9dyqvdb9i9v1.png

    This should not be intended in PVE or PVP, as I'm literally just using my Necromancer class abilities as designed, but if it is, can devs talk to us Necromancer mains about what's going on with our class and if we may see a fix before U47 goes live?
  • DanteTheDeviant
    DanteTheDeviant
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    A bug reported early on in the PTS cycle persisted to the live patch, and we still aren't even sure if the dev team is aware of it.

    Tested this morning in IC, Blastbones was failing to cast over 50% of the time, and Animate Blastbones simply does nothing - consumes three corpses, but 0 blastbones are spawned. Blastbones would work the first 2 or 3 casts of the fight, then fail for the next two or 3. Rinse and repeat.

    If the PTS isn't used to fix bugs like this before live, even when those bugs are reported through official channels early on in the cycle, what exactly is PTS used for? Clearly its not used to ensure a class' core ability functions.

    Has there been no update on this, or did I miss it? Looks like the issue persists in live and on the current U47 PTS.
  • PureeEvil
    PureeEvil
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    A bug reported early on in the PTS cycle persisted to the live patch, and we still aren't even sure if the dev team is aware of it.

    Tested this morning in IC, Blastbones was failing to cast over 50% of the time, and Animate Blastbones simply does nothing - consumes three corpses, but 0 blastbones are spawned. Blastbones would work the first 2 or 3 casts of the fight, then fail for the next two or 3. Rinse and repeat.

    If the PTS isn't used to fix bugs like this before live, even when those bugs are reported through official channels early on in the cycle, what exactly is PTS used for? Clearly its not used to ensure a class' core ability functions.

    Has there been no update on this, or did I miss it? Looks like the issue persists in live and on the current U47 PTS.

    I missed the very beginning of subclasses and didn't see this issue. However, BB is currently functioning properly. In the past month, I haven't noticed this problem in the vast majority of PvP engagements on BG. However, I only have BB as my pet, and I don't have many corpses.
  • randconfig
    randconfig
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    According to the notes, Pets should be replacing corpses no matter what - yet blastbones is not casting if there are too many corpses on the ground even with only 2 pets.


    This is something we're aware of and looking into. The way this works is fairly complex, and any changes require both a code and data change, plus ample testing. It is going to take time to scope out and complete this work.

    Hey Brian, can we get an update on this? The issue is still occurring in both PVE and PVP on the current PTS 11.1.3 patch.
  • randconfig
    randconfig
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    PureeEvil wrote: »
    A bug reported early on in the PTS cycle persisted to the live patch, and we still aren't even sure if the dev team is aware of it.

    Tested this morning in IC, Blastbones was failing to cast over 50% of the time, and Animate Blastbones simply does nothing - consumes three corpses, but 0 blastbones are spawned. Blastbones would work the first 2 or 3 casts of the fight, then fail for the next two or 3. Rinse and repeat.

    If the PTS isn't used to fix bugs like this before live, even when those bugs are reported through official channels early on in the cycle, what exactly is PTS used for? Clearly its not used to ensure a class' core ability functions.

    Has there been no update on this, or did I miss it? Looks like the issue persists in live and on the current U47 PTS.

    I missed the very beginning of subclasses and didn't see this issue. However, BB is currently functioning properly. In the past month, I haven't noticed this problem in the vast majority of PvP engagements on BG. However, I only have BB as my pet, and I don't have many corpses.

    BB generally works if you're not around a bunch of corpses/using only it as a summon, but when you use your full Necromancer abilities as the class was designed, BB or one of your summons, or even your ultimate summons, will fail to spawn and show the error text in the top right of the screen.

    It's especially annoying in PVP, and the devs said the pet limit for PVP would be 5, but that means Necromancer fundamentally cannot use Animate Blastbones with their other summons because it would be 6 summons in total. Therefore, even after the bug(s) is fixed, the PVP pet limit needs to be raised to a minimum of 6 for the Necromancer class to fully function as intended (and as was advertised to all the people who purchased it).
  • CameraBeardThePirate
    CameraBeardThePirate
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    randconfig wrote: »
    PureeEvil wrote: »
    A bug reported early on in the PTS cycle persisted to the live patch, and we still aren't even sure if the dev team is aware of it.

    Tested this morning in IC, Blastbones was failing to cast over 50% of the time, and Animate Blastbones simply does nothing - consumes three corpses, but 0 blastbones are spawned. Blastbones would work the first 2 or 3 casts of the fight, then fail for the next two or 3. Rinse and repeat.

    If the PTS isn't used to fix bugs like this before live, even when those bugs are reported through official channels early on in the cycle, what exactly is PTS used for? Clearly its not used to ensure a class' core ability functions.

    Has there been no update on this, or did I miss it? Looks like the issue persists in live and on the current U47 PTS.

    I missed the very beginning of subclasses and didn't see this issue. However, BB is currently functioning properly. In the past month, I haven't noticed this problem in the vast majority of PvP engagements on BG. However, I only have BB as my pet, and I don't have many corpses.

    BB generally works if you're not around a bunch of corpses/using only it as a summon, but when you use your full Necromancer abilities as the class was designed, BB or one of your summons, or even your ultimate summons, will fail to spawn and show the error text in the top right of the screen.

    It's especially annoying in PVP, and the devs said the pet limit for PVP would be 5, but that means Necromancer fundamentally cannot use Animate Blastbones with their other summons because it would be 6 summons in total. Therefore, even after the bug(s) is fixed, the PVP pet limit needs to be raised to a minimum of 6 for the Necromancer class to fully function as intended (and as was advertised to all the people who purchased it).

    The limit was raised to 10 shortly after last patch dropped. The issue still seems to persist both in PvP and PvE because it seems that something with how corpses are replaced is not functioning correctly.
  • PureeEvil
    PureeEvil
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    BB generally works if you're not around a bunch of corpses/using only it as a summon, but when you use your full Necromancer abilities as the class was designed, BB or one of your summons, or even your ultimate summons, will fail to spawn and show the error text in the top right of the screen.

    It's especially annoying in PVP, and the devs said the pet limit for PVP would be 5, but that means Necromancer fundamentally cannot use Animate Blastbones with their other summons because it would be 6 summons in total. Therefore, even after the bug(s) is fixed, the PVP pet limit needs to be raised to a minimum of 6 for the Necromancer class to fully function as intended (and as was advertised to all the people who purchased it).[/quote]

    I only have BB and a ghost on my summons. That's probably why I don't see this problem. But yes, the summons have been increased to 10.

    I don't like the fact that BB and corpses are considered pets in the mechanics.

    There's also a problem with player corpses on the battlefield. It's unclear whether they count as pets or not, and if they do, whose pets they are. They disappear too quickly. It's impossible to use them, especially with line skills.

    Edited by PureeEvil on August 4, 2025 4:09PM
  • PureeEvil
    PureeEvil
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    I only have BB and a ghost on my summons. That's probably why I don't see this problem. But yes, the summons have been increased to 10.

    I don't like the fact that BB and corpses are considered pets in the mechanics.

    There's also a problem with player corpses on the battlefield. It's unclear whether they count as pets or not, and if they do, whose pets they are. They disappear too quickly. It's impossible to use them, especially with line skills.

    [/quote]

  • randconfig
    randconfig
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    randconfig wrote: »
    PureeEvil wrote: »
    A bug reported early on in the PTS cycle persisted to the live patch, and we still aren't even sure if the dev team is aware of it.

    Tested this morning in IC, Blastbones was failing to cast over 50% of the time, and Animate Blastbones simply does nothing - consumes three corpses, but 0 blastbones are spawned. Blastbones would work the first 2 or 3 casts of the fight, then fail for the next two or 3. Rinse and repeat.

    If the PTS isn't used to fix bugs like this before live, even when those bugs are reported through official channels early on in the cycle, what exactly is PTS used for? Clearly its not used to ensure a class' core ability functions.

    Has there been no update on this, or did I miss it? Looks like the issue persists in live and on the current U47 PTS.

    I missed the very beginning of subclasses and didn't see this issue. However, BB is currently functioning properly. In the past month, I haven't noticed this problem in the vast majority of PvP engagements on BG. However, I only have BB as my pet, and I don't have many corpses.

    BB generally works if you're not around a bunch of corpses/using only it as a summon, but when you use your full Necromancer abilities as the class was designed, BB or one of your summons, or even your ultimate summons, will fail to spawn and show the error text in the top right of the screen.

    It's especially annoying in PVP, and the devs said the pet limit for PVP would be 5, but that means Necromancer fundamentally cannot use Animate Blastbones with their other summons because it would be 6 summons in total. Therefore, even after the bug(s) is fixed, the PVP pet limit needs to be raised to a minimum of 6 for the Necromancer class to fully function as intended (and as was advertised to all the people who purchased it).

    The limit was raised to 10 shortly after last patch dropped. The issue still seems to persist both in PvP and PvE because it seems that something with how corpses are replaced is not functioning correctly.

    That was a hotfix. They made it clear they intend to make it a 5 pet limit, and gave no explanation or commentary on what this would mean for the Necromancer class, which has always been able to summon 6 pets.

    Also, it has been 66 days since ZOS has told us anything about this issue, and no communication regarding it on the U47 PTS as of 11.1.4. The issue persists on both the upcoming patch U47 and live.
  • randconfig
    randconfig
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    cs80zfwa2b10.png

    As I tested and reported on U47 PTS for weeks, Necromancer summons are still bugged despite this "fix", and there has been no communication from ZOS/dev team to indicate they're still working on the issue. So I'm once again posting an update here to let everyone know the issue persists now in U47 live.

    I guess that means Necromancer class will remain bugged until the summer next year... Is anyone else frustrated by this, or am I the only one that cares?
  • randconfig
    randconfig
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    https://forums.elderscrollsonline.com/en/discussion/682023/feast-of-shadows-u47-launch-known-issues#latest

    @ZOS_Kevin, you guys didn't add the issue with Necromancer Summons persisting into U47 live and there has been no news for 76 days regarding this issue. Could we get an update?
  • PureeEvil
    PureeEvil
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    as a necromancer who plays this class to the limit with all the problems, I can only advise you to give up a lot of corpses and summons.
    First of all, the necromancer's skull is a bad skill. Yes, the animation is cool, but the skill completely loses to everything, including scribing. So just take the spam from scribing, it's much better, and remove the bone tyrant if you're not playing through Goliath. DD and Healing line are very good for necromancers right now, and it's better to replace the bone tyrant with the DD line of a class that interests you. NB, Temp, warden, DK, arc. all it be more profit and fix all problem.

    i play now on DD and Healing line from necro and Bone Tyrant i change on templar aedra line, and all work and work good.
  • CameraBeardThePirate
    CameraBeardThePirate
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    PureeEvil wrote: »
    as a necromancer who plays this class to the limit with all the problems, I can only advise you to give up a lot of corpses and summons.
    First of all, the necromancer's skull is a bad skill. Yes, the animation is cool, but the skill completely loses to everything, including scribing. So just take the spam from scribing, it's much better, and remove the bone tyrant if you're not playing through Goliath. DD and Healing line are very good for necromancers right now, and it's better to replace the bone tyrant with the DD line of a class that interests you. NB, Temp, warden, DK, arc. all it be more profit and fix all problem.

    i play now on DD and Healing line from necro and Bone Tyrant i change on templar aedra line, and all work and work good.

    Skull is a great spammable in melee range. No, it doesn't get beaten by scribe spammables unless you're a sorc baseclass with the class script.

    Skull deals 90% of a Blastbones tooltip on the third cast - that's more than any other spammable skill besides a fully buffed Vamp Slap. If you're playing a straight necro (which OP is in this case) or if you're running Intensive Mender (phenomenal skill post buff), it's going to get the 50% buff nearly every cast.
  • Credible_Joe
    Credible_Joe
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    .
    PureeEvil wrote: »
    as a necromancer who plays this class to the limit with all the problems, I can only advise you to give up a lot of corpses and summons.
    First of all, the necromancer's skull is a bad skill. Yes, the animation is cool, but the skill completely loses to everything, including scribing. So just take the spam from scribing, it's much better, and remove the bone tyrant if you're not playing through Goliath. DD and Healing line are very good for necromancers right now, and it's better to replace the bone tyrant with the DD line of a class that interests you. NB, Temp, warden, DK, arc. all it be more profit and fix all problem.

    i play now on DD and Healing line from necro and Bone Tyrant i change on templar aedra line, and all work and work good.

    Skull is a great spammable in melee range. No, it doesn't get beaten by scribe spammables unless you're a sorc baseclass with the class script.

    Skull deals 90% of a Blastbones tooltip on the third cast - that's more than any other spammable skill besides a fully buffed Vamp Slap. If you're playing a straight necro (which OP is in this case) or if you're running Intensive Mender (phenomenal skill post buff), it's going to get the 50% buff nearly every cast.

    Add corpseburster and slot a tether to pop corpses, you have a rotation of
    1. Blastbones
    2. Wield Soul (Major Breach)
    3. Tether (Corpseburster - Minor breach)
      • Doesn't matter which; I prefer tether for steady healing in solo PvE and PvP, but siphon would be optimal for DpS in group
      • Can also switch out wield soul if a group member is providing major breach
    4. Skull (100% third cast uptime)

    100% solo uptime of both minor and major breach, and every single skill in the rotation does spammable damage at peak performance.
    Edited by Credible_Joe on August 27, 2025 6:30PM
    Thank you for coming to my T E D talk
  • PureeEvil
    PureeEvil
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    PureeEvil wrote: »
    as a necromancer who plays this class to the limit with all the problems, I can only advise you to give up a lot of corpses and summons.
    First of all, the necromancer's skull is a bad skill. Yes, the animation is cool, but the skill completely loses to everything, including scribing. So just take the spam from scribing, it's much better, and remove the bone tyrant if you're not playing through Goliath. DD and Healing line are very good for necromancers right now, and it's better to replace the bone tyrant with the DD line of a class that interests you. NB, Temp, warden, DK, arc. all it be more profit and fix all problem.

    i play now on DD and Healing line from necro and Bone Tyrant i change on templar aedra line, and all work and work good.

    Skull is a great spammable in melee range. No, it doesn't get beaten by scribe spammables unless you're a sorc baseclass with the class script.

    Skull deals 90% of a Blastbones tooltip on the third cast - that's more than any other spammable skill besides a fully buffed Vamp Slap. If you're playing a straight necro (which OP is in this case) or if you're running Intensive Mender (phenomenal skill post buff), it's going to get the 50% buff nearly every cast.

    all that not about strong pvp. and for pve we have meta on arc line and nothing cant do more damage now. clear class now is loosing. clear necro loosing too. skull bad spam skill. you can belive try what i say and get realy strong necro or stay on clear necro with all problem, dosent really maters.
  • MincMincMinc
    MincMincMinc
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    I'm still baffled they decided to introduce a corpse and pet system into a game that couldnt handle the amount of entities already on the server. I mean even before necro people were worried that petsorc was going to be removed because of the unnecessary amount of load it placed on the server.

    Did we really think necro corpse system was a good idea? I'm surprised they didnt delete the corpse system and make it work like the crux system. At this point why not make more simple systems since players will inevitably have to rely on addons to make any of these work?
    We should use the insightful and awesome buttons more
  • randconfig
    randconfig
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    I'm still baffled they decided to introduce a corpse and pet system into a game that couldnt handle the amount of entities already on the server. I mean even before necro people were worried that petsorc was going to be removed because of the unnecessary amount of load it placed on the server.

    Did we really think necro corpse system was a good idea? I'm surprised they didnt delete the corpse system and make it work like the crux system. At this point why not make more simple systems since players will inevitably have to rely on addons to make any of these work?

    What's more baffling is how they can't take less than a minute to say they're still working on the issue and will have more news soon.

    77 days now.


  • Plusscher
    Plusscher
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    randconfig wrote: »
    cs80zfwa2b10.png

    As I tested and reported on U47 PTS for weeks, Necromancer summons are still bugged despite this "fix", and there has been no communication from ZOS/dev team to indicate they're still working on the issue. So I'm once again posting an update here to let everyone know the issue persists now in U47 live.

    I guess that means Necromancer class will remain bugged until the summer next year... Is anyone else frustrated by this, or am I the only one that cares?

    Oh I'm frustrated alright, but nothing I can do about it, posted on forum about it with evidence multiple times, wrote feedback, wrote tickets, but alas at this point I've just given up.

    In their books most likely ticked off as "fixed" (so they won't even bother glancing in it's general direction), but in reality still unusable and bugged to high heavens. Would be overjoyed if I could play the class I've paid for and I've been playing since I joined again without constantly being reminded that I cannot have such foolish hopes (whenever I see that stupid stupid max capacity reached popup).
  • Plusscher
    Plusscher
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    Even worse now. One skeletal archer in overworld, cannot cast blastbones. One enemy in front, no other enemy dead or alive close by. If this is meant to be a joke, noone is laughing.

    When I thought it can't get any worse, it just gets worse :)

    v0akf4s0yl89.jpg
  • moderatelyfatman
    moderatelyfatman
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    ✭✭
    Why can't you be a good boy and just use Green Beam like everyone else?
  • randconfig
    randconfig
    ✭✭✭✭✭
    Plusscher wrote: »
    Even worse now. One skeletal archer in overworld, cannot cast blastbones. One enemy in front, no other enemy dead or alive close by. If this is meant to be a joke, noone is laughing.

    When I thought it can't get any worse, it just gets worse :)

    v0akf4s0yl89.jpg

    Gotta love that...
    Hey gang! Later today, we'll be pushing a hotfix to raise the pet cap from five to ten in PvP zones.

    We’d also like give a little more context about why we made this change and why it remained as it was on the PTS. We originally reduced the pet cap to five for performance reasons because we saw that internally, even with only a few pets, if ALL players had pets there were performance issues. This was mostly going to be an Imperial City and Cyrodiil issue (due to the sheer amount of "pets" you could have with all the dead targets being generated). We do have the capability to put a cap in both PVP and PVE zones if performance dips below an acceptable amount for both the client or the server. With this change we are making both capped at 10, and will monitor perf along with the usage of pets. Having the cap set to two didn’t feel good, so we raised it to five for PTS and now launch.

    We have seen your feedback about the five-pet cap, and have been weighing it against the very real game performance risk the higher we raise it. The other piece of this is that PTS is not the live servers, and we needed to see how things looked on the latter. Five pets may look fine performance-wise on the PTS, where we always see a lower population (especially in PvP content), then look different on the live servers.

    So, we are raising the pet cap to ten later today via a hotfix and will monitor how things look. If we see significant game performance issues (severe frame rate drops, client crashes, etc.) we will need to drop the cap back down to five.

    We hope that helps give a little extra context and we'll let you know when the hotfix has been rolled out. Thank you!


    @ZOS_GinaBruno @ZOS_Kevin @ZOS_BrianWheeler can we please get an update on what's going on?
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